Paladin of Iomedae

Chrion's page

203 posts. Alias of James Pepe.



1 to 50 of 68 << first < prev | 1 | 2 | next > last >>

The Blindfold of True Darkness was an eye slot magic item in the 3.5 Arms and Equipment Guide that gave you 60 ft. of blindsight at the cost of your regular vision. It was priced at 9000g. What do you think would be a reasonable price for this in Pathfinder 1e?


TL:DR help me build a Vermin Tamer Cavalier\Scout Rogue built around charging on his flying Giant Beetle.

Because I think this silly pun name is funny I've decided to make this Cav\Rogue guy. I didn't think it would be much of anything except a silly character to play and RP, but once I got down to actually making it, it seems like you could actually do something cool with a Cav\Scout Rogue built around charging. Because its kind of a silly character I want to make him a Vermin Tamer Cav as well, make him a small size race and take the Giant Beetle for a flying mount at lvl 1. I've never built a mounted character before, nor one built around charging and, generally speaking, I don't multiclass that often so I don't know what the best cadence for taking which class at which level would be, so I am looking for advice.


Are there any good resources for playing Pathfinder (1e) by post?


1 person marked this as a favorite.

My PCs are about to enjoy a carnival put on by the folks at their HQ (they are agents of a larger organization) but they are also pretty high level so I want the carnival prizes to be pretty good stuff. I had in mind stuff ranging anywhere from like 500g to 5000g, but I don't really want them to be just +X weapons. So I was thinking things like:

Pearl of power
Pathfinder pouch
Bag of holding
Figurines of wonderous power

So, things like that. What might be some other fun stuff for super high end carnival game prizes?


My players and I are about to get back into a game that we have been playing for a very long time (over a year at this point), but that we have taken a significant break time-wise from. In addition, some new characters will be joining the party. I want to make something that will give them a chance to reunite, so to speak, with each other, to get to know the new characters, and to get reacquainted with the major NPCs that they have been dealing with in their HQ. The obvious setting, I think, would be some kind of party that would be going on at their base, but I want something more, some interesting thing to happen to make it more than just kind of a meet-and-greet, but I also don't want it to be negative or conflicting in any way. The players have been through a lot of negative stuff in the game and I want them to have a chance to have a fun time together with each other and with the NPCs. I'm struggling to come up with anything though besides the general party\festival setting. The PCs are also lvl 13 at this point, so they are pretty powerful. Anyway, I'm looking for some fun, low stakes, RP stuff to do to kick off the next leg of the game.


I were to use some magic to be able to see through a wall and, on the other side of the wall, there was a creature using a gaze attack as well as a symbol spell set to trigger when someone looks at it, would I be affected by them?


My PCs are about to hit lvl 13 and they have just been through a bit of a dungeon crawl grind with a lot of doom and gloom stuff going on. So, I want to lighten the mood for them for a while and give them the chance to do some fun stuff with relatively low stakes. Is there a module or something that would be level appropriate for them that is kind of light? What would be a good way of going about doing something like this?


Not sure if this should go in the rules questions or advice forum, but I'm wondering how magical healing works with large wounds. For example, my party has come across some poor souls who have had their flesh stripped partial off by demons. If they cast cure spells on them, are they just healed, and restored to their previously completely covered-in-flesh normal state? I have had DMs in the past require a restoration spell to reattach recently severed limbs but the spell doesn't say it does that, so it must have been a house rule.


Is anyone familiar enough with this module to know when the PCs are supposed to hit level 12 and 13? It says the PCs should start at level 11 and reach 13 by the end of it, but it doesn't say when they should gain the levels. Calculating up the XP doesn't seem to work out right either. My players are about a third of the way through the module and are only about half way to level 12 XP wise.


I seem to remember there being an official module published that was tuned specifically for only two PCs, but I can't seem to google up which one it is. I know there were a few solo modules published, but I could have sworn there was at least one for two PCs also. Does this exist or am I misremembering?


I seem to remember there being an official module published that was tuned specifically for only two PCs, but I can't seem to google up which one it is. I know there were a few solo modules published, but I could have sworn there was at least one for two PCs also. Does this exist or am I misremembering?


I had an idea for a build that would be built around maximizing the concept of dealing damage when you got hit. When I first had the idea I thought for sure that there must be a ton of spells like Thorn Body and Fire Shield that you could use to do something like this but there just doesn't seem to be that many spells like that and those spells don't seem like good candidates for focusing on since their damage is so small to begin with. I started looking around a little more and found that Barbarian has some stuff that can do this like Come and Get Me and the Fiend Totem, but that was about. I know there are some other feats out there that allow you to leave yourself open to attack or attacks of opportunity in order to gain some damage or punish creatures taking AoO, but I don't know what they are. Does a build already exist around this idea of taking damage in order to deal damage?


I am looking to build a rogue\fighter but I would really like to find a way to somehow maintain the rogues sneak attack progression while taking the levels in fighter since that is probably where most of the damage output is going to come from. Is there some way to do this, even if it is at a reduced rate? The only thing I am aware of is the Accomplished Sneak Attacker feat, but it doesn't look like you can take it more than once (which I would be happy to do if I could). Is there any way to do this?


I'm sure this has been answered here before but I can't seem to find a thread that addresses this specifically.

So, you are a Wizard and you try to cast a spell. Unfortunately you are also on fire, bleeding, have magical acid on you, and you just took an attack of opportunity from someone standing next to you when you tried to cast. How many concentration checks do you have to make?

I think the answer is four, one for each ongoing effect and another for the AoO, but then again it might just be two, if you take all the ongoing effects together and then add in the AoO.


E=Enemy
A=Ally
1=PC starting position
2=Position PC is charging to

E2XXXXX
XXXXXXX
XXXXAXX
XXXA1XX
XXXXXXX

The question is, can you charge on a diagonal between two allies, one of which, on the grid map, is adjacent to you to the north and the other is adjacent to you to the west, and you are charging northwest, as it were? Or would the "If any line from your starting space to the ending space passes through a square that...contains a creature (even an ally), you can’t charge." rule prevent this?


If the person who cast spiritual ally cannot see an enemy, because they are in darkness, for example, and it wasn't the original enemy that the caster told the spiritual ally to attack, can the spiritual ally still attack it? How much awareness of the enemy does the caster need to have? What if they know the enemy is there but cant see them? What if the spiritual ally knows the enemy is there but the caster doesn't?


Since gaining Channel Energy from different sources don't stack but basically give you two "pools" of channeling, how do other abilities that modify channel energy work? For example, if I take a level in Cleric and take the Sun Domain which says, "Undead do not add their channel resistance to their saves when you channel positive energy." and then I take enough levels in, say, Paladin, do get channel energy also, would the Sun Domain text apply only when I used my Cleric pool of channels and not my Paladin pool? Same question for feats, would I have to choose which pool the, say, Turn Undead feat applies to?


I'm about to start playing in a campaign in which we will be fighting almost exclusively undead. I play a lot of divine casters (just finished playing a pretty badass bad touch cleric) and don't really feel like playing a divine class. I know they can be super powerful against undead, but I'm looking for something different. What are some non-divine options that are interesting to play and can still bring the undead hate?


I'm not sure if this is a rules question or an advice question, but here it goes. Let's say you are a spontaneous caster and you have taken your turn. You have an ability that lets you sometimes cast a spell that normally uses a standard action as an immediate action, that is to say, you are not casting it on your turn, but on someone else's turn. You cast your spell as an immediate action and you chose to add a metamagic feat to the spell, which makes the casting time a full round action. When does the spell go off? What happens when it comes back around to your turn again? Do you get a turn? Do you get a partial turn? Are you still casting the spell?


Does being invisible make it impossible for someone to identify a spell you are casting? My guess is that it does but I can't find anything that says it specifically.


The CRB says that using Supernatural Abilities are standard actions unless defined otherwise by the ability's description. The Counterspell School Disruption (Su) ability reads, "As a melee touch attack, you can place a disruptive field around the target." Does this count as "defining otherwise", so that any time a Wizard could make a touch attack they could use this ability? Or does it still take a standard action to use, so that it couldn't be used as part of, for example, an attack of opportunity?


...what sort of creature would it be?

Thanks


My players got their hands on a Behemoth Golem Manual. They want to know if they can use the spells in the book as if they were in any old spell book and copy them into their spell books or make scrolls of them. I can't find much information on the item so I don't know if it basically functions as a spell book or not. Any help would be appreciated.

Here is the item:
https://www.d20pfsrd.com/magic-items/wondrous-items/a-b/book-behemoth-golem -manual/


I'm sure someone has done something like this before, but I want to build a character that is tiny (if possible), rides a flying mount (like a butterfly, or something like that), and does charge lance attacks. Unfortunately, I don't really even know where to start with such a thing. I figure it will need to be a paladin or a cavalier. We have a 25 point buy and we are building a lvl 15 character. I don't mind bending strict RAW a little bit, but nothing too wild. Any help or suggestions would be appreciated.


My PC are coming up on lvl 10 and they are due for a pretty big payday. I want to make a great set of loot for them to find. I'm pretty new to DMing, and I've never really even played much around lvl 10 so I am just looking for some help. I want to give each of them at least one item specifically for them that they would really like. The party is: a Witch that does a lot of debuffing, a melee focused Dhampir Warpriest, a flame Oracle, a Magus, and a Cleric.


I'm looking for some help making a feat for a player to be able to do nonlethal damage to creatures that would otherwise be immune. I'm looking to do something a little more creative than just "You can now deal nonlethal damage to undead, constructs, etc." Sorry for such an open ended question, but I want to come up with something interesting and hopefully fun. The PC is playing a Sap Master build with and Unchained Thug\Scout Rogue. Thanks!


I'm building a Sadist Life Leech Soulthief Vitalist. I have never built, let alone played, a Psionic character before, so I don't even know where to start as far as the feats go. Any advice on what I should be looking for as far as feats are concerned would be greatly appreciated.


I'm unsure how many rays this Efreeti would get on his scorching ray cast. He has 10 hit dice which would usually indicate that he is level 10 but he is also listed as having a caster level of 11. So, how many rays per cast does he get? Thanks.
https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/genie/efreeti/


I'm interested to find out if anyone has run Deep Carbon Observatory or tried to adapt it to Pathfinder and, if they have, how it went.


My PCs are part of a larger organization and, as such, I want to give them some benefits of being part of it. I want to give them discounts on items, scrolls, potions, etc., but I obviously don't want it to be game breaking. I find the more I fiddle with the balance of the game, the more I see how finely tuned it is. Anyway, my initial impulse was a 10% off the market price. Does this seem too high? Too low? Any advice would be welcome.


First, if any of my player happen to see this please don't read it.

I am running my PCs through the 3.5 version of White Plume Mountain and they are soon going to fight Ctenmiir, the dwarf vampire. The party is 4 lvl 7 PCs, made up of a Witch, Magus, Oracle, and a 1 Spiritualist\6 Occultist. Looking at the stat block for this guy I am worried he is going to kill them. Should I be worried? The module says to only "occasionally" use the energy drain. It also says that once he hits 10 hp or lower he should go into gaseous form and go into the next room (which has a big obstacle in it which will take the PCs time to cross) and heal. I appreciate any input or advice for running the encounter. Here are his stats:

CTENMIIR CR 8
Male dwarf vampire fighter 6

CE Medium undead (augmented humanoid, dwarf)

Init +8; Senses Listen +12, Spot +12

Languages Common, Dwarven

AC 26, touch 11, flat-footed 25; Dodge

hp 39 (6 HD); fast healing 5; DR 10/silver and magic

Immune ability drain, critical hits, energy drain,
mind-affecting effects, nonlethal damage, paralysis, poison, sleep effects, stunning

Resist cold 10, electricity 10; turn resistance +4

Fort +5, Ref +8, Will +4

Weakness vampire weaknesses

Speed 20 ft. (4 squares); climb 15 ft. (as spider climb)

Melee Whelm +13/+8 (1d8+12) or
Whelm +13/+8 (1d8+9) and
slam +6 (1d6+3 plus energy drain 2 negative levels)

Space 5 ft.; Reach 5 ft.

Base Atk +6; Grp +12

Atk Options: Cleave, Combat Reflexes, Spring Attack,
Special Atk Blood drain, create spawn, dominate
(range 30 feet; Will DC 14 negates)

Combat Gear 2 potions of shield of faith +3

Spell-Like Abilities (CL 5th):

At will—sense giants

Abilities Str 23, Dex 18, Con —, Int 12, Wis 14, Cha 12

SQ alternate form, gaseous form, spider climb,
turn resistance +4

Feats: Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes,
Mobility, Power Attack, Spring Attack, Weapon
Focus (warhammer), Weapon Specialization
(warhammer)

Skills: Bluff +9, Hide +5, Intimidate +10, Listen +12,
Move Silently +5, Ride +13, Sense Motive +10,
Spot +12

Possessions: combat gear plus Whelm, +1 full plate.

Blood Drain (Ex): Ctenmiir can suck blood from a living victim with his fangs by making asuccessful grapple check. If he pins the foe, he drains blood, dealing 1d4 points of Constitution
drain each round the pin is maintained. On
each such successful attack, Ctenmiir gains 5
temporary hit points.

Create Spawn (Su): A humanoid or monstrous
humanoid slain by Ctenmiir’s energy drain or
blood drain attack rises 1d4 days later as a
vampire or vampire spawn. See the vampire
entry in the Monster Manual for details.

Alternate Form (Su): Ctenmiir can assume the
shape of a bat, dire bat, wolf, or dire wolf as a
standard action. This ability is similar to a polymorph spell cast by a 12th-level character, except that Ctenmiir does not regain hit points for changing form and must choose from among
the forms mentioned here. While in his alternate
form, Ctenmiir loses his natural slam attack and
dominate ability, but he gains the natural weaponsand extraordinary special attacks of his new form. He can remain in that form until he
assumes another or until the next sunrise.

Fast Healing (Ex): Ctenmiir heals 5 points of
damage each round so long as he has at least
1 hit point. If reduced to 0 hit points in
combat, he automatically assumes gaseous
form and attempts to escape. He must reach
his coffin home within 2 hours or be utterly
destroyed. Any additional damage dealt to
Ctenmiir while he is in gaseous form has no
effect. Once at rest in his coffin, Ctenmiir is
helpless. He regains 1 hit point after 1 hour,
then is no longer helpless and resumes healing
at the rate of 5 hit points per round.

Gaseous Form (Su): As a standard action, Ctenmiir can assume gaseous form at will as the spell (caster level 5th), but he can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.


I'm rolling up a bad touch cleric (BTC) and I need to make a choice how his AC is going to work. Traditionally, the BTC relies mostly on armor to get his AC up in addition to defensive spells. This, of course, comes along with all the benefits and drawbacks of wearing heavy armor. The other option I'm considering is taking a one level dip onto monk and then eventually taking the snake style feat. Taking the level of monk would allow my AC to key off my Wis modifier, which will be my main stat, and it will allow me to put stat away from Str and into Cha and Dex. This seems less reliable, however, than just wearing heavy armor. Anyway, I'm looking for opinions, things I may have overlooked, etc.


Is there a general rule that deals with how spells that cause you to move interact with grapple? Specifically spells that cause to you move through space as opposed to being teleported from one place to another. The specific issue we had was a Magus wanting to cast Bladed Dash while he was grappled. I know about the concentration checks etc., but if he got the spell off, would it break the grapple, or would the creature that's grappling him be pulled along with him, or would the grapple prevent the movement?

https://www.d20pfsrd.com/magic/all-spells/b/bladed-dash/


So, before I had to actually build my own encounters, I always assumed the APL and monster CR had something to do with each other, but it seems like they don't. Now that I'm not running something out of a module, I have to build my own encounter, so I went to the CRB to read about how to do this. In the CRB it gives the example that a CR 10 encounter (which would be challenging for the party which was APL 9) would include a CR 8 monster and 4 other CR 4 monsters. This blew my mind. They came to this using an XP budget \ buying system. Is this really a reliable way to build encounters? What's the point of individual monster CRs? I'm trying to build a couple encounters for a party of APL 4, 3 lvl 5 characters.


1 person marked this as a favorite.

I'm looking for a comprehensive bad touch cleric guide. I've looked in all the usual places but can't seem to find anything. I know the basic idea behind the build, but I'm looking for something well thought out.


If you have 3 levels in Samurai and 1 level in Brawler, would you qualify for the Weapon Specialization Feat? Having three levels in Samurai causes your Samurai levels to count as Fighter levels and allows them to stack. Brawlers count their Brawler levels as fighter levels for the purposes of qualifying for feats. You need to have 4 Fighter levels to qualify for Weapon Specialization. So, would 3 levels in Samurai and 1 level in Brawler qualify you for Weapon Specialization?


In the chase rules in The Gamemastery Guide (pg 232 I think) it says that if you spend a full round moving you can move through three cards, but you have to overcome both checks on the three cards. Is that right? The section on the chase suggests that a 5 card track is a good size, but if a person can move three cards in one turn, given that they make the checks, that chase would almost be over before it even started! Has anyone actually run one of these? How long did it take and was it fun?


I'm building a chase using the template in the the gamemastery guide and I need some ideas for obstacles. The flavor of the encounter is the PCs will be trying to escape a 1950's style chain gang prison a la Cool Hand Luke. The PCs will be shackled together with anti-magic leg irons. So I need some ideas for obstacles they might come across that would be appropriate to the setting to slow down their escape while the prison guards chase after them.


1 person marked this as a favorite.

I'm looking for some fun ideas to do with some information we came across in a recent game I'm playing in. A friend and I are playing in a game together and he is playing a character with a level in samurai and he has taken my character as his master. I am playing a true neutral Warpriest of Horus. We are 5th lvl. The other two party members are a bard and a paladin. In the course of the game he triggered a haunt that gave him full and complete knowledge of how to become a Lich. He, being a non-arcane character basically has no interest in the information at all. My character doesn't have any immediate use for the information either. However she sees him as a gift to her from Horus and therefore thinks this information was given to him providentially and must, therefore, have some use. I'm trying to come up with some creative and fun ways that the characters might make use of this incredibly powerful information. Thoughts?


Subject says it all, looking for some advice on good rage powers for a Skald. For whats its worth here's my build so far:

Lvl: 3

STR 16
DEX 14
CON 14
INT 14
WIS 10
CHA 14

Scribe Scroll, Improved Init, Skald's Vigor

Thanks!


My players are about to finish a dungeon in which they will get an item they need to access another dungeon. They know where the second dungeon is but I want to include a small occurrence in their travel to the place to make it more interesting. So, I am looking for some idea or places I might crib from. I'm looking for something that might take one sessions or maybe even less. Basically something to make the travel more interesting than "ok you go to the place and now your there". Thanks!


I have a boss fight worked up for my 4pc 3rd level party and I'm looking for ways to safely draw out the fight. The reason is the room has a lot of things going on in it and needs time to develop. Its more about the room than the "boss" or his minions. The actual creatures don't need to be anything special, they just need to survive long enough for the room to work for a while. I was thinking of using a number of like CR 1/3 creatures but make them incorporeal so they would survive long enough for the room to do its thing for a while. Any suggestions welcome. Thanks!


As the subject line suggests, I'm wondering what the interaction between the calm emotions spell and the Skald Weapon Song is. Weapon Song comes from the Spell Warrior archetype. Thanks!


I'm looking for some advice on ways to quickly and in a fairly low stakes way endear an NPC to my players. I'd like for them to befriend him, perhaps by getting him out of some minor bind or helping him in some way and then raise the stakes significantly. Basically I need them to care about this NPC for some reason and I need it to happen fairly quickly.


I'm making a level 1 Skald and I'm a little stuck as to what feat I should take. Unfortunately were restricted to core book only feats but it wouldn't be so bad if Skald's started out with a +1 BAB, but they don't so you cant take weapon focus. I'm leaning towards Toughness (meh) but there has to be something better...right?


I'm making a character that uses drugs to induce mystical experiences. She is a Warpriest right now but i'm looking for something that might compliment this better, some class based way that her drug induced mysticism will play out. Maybe nothing like this exist...i was thinking taking a level in barbarian might be the closest but the rage mechanic doesn't quite hit the mark. Maybe there is some non-class based way to work this out in game?


Topic says it all. Looking for some good Middle Eastern \ Persian (not Egyptian) themed modules or paths to crib some ideas from. Thanks!


I just hit the 5th level of the Agent of the Grave PrC and I can choose 8 necromancy spells that aren't on the wizard spell list and add them to my spell list. I'm playing a debuffer necromancer. I'll probably take a couple of the inflict wound spells since they heal me, but I don't know the spell lists well enough to know whats good and not on the wizard list. Any help would be appreciated.


I'm wondering how people insert truly strange things into their games. In a world where everything is unusual I feel like I'm having trouble introducing things that my players find weird. For example, if they find a house that's bigger on the inside than it is on the outside they don't bat an eye...cause magic. There's a plane or dimension that has everything, why would anyone be surprised by anything?


I'm designing a room in which the colors of the walls will inflict some kind of effect on the players. I know there are chromatic magic things already like spheres etc. but its a lvl 3 party. I was thinking that red might give the barbarian rage status to the PCs in the red area, maybe sleep for the blue area, a heal for yellow, entangling roots for the green area. Looking for other effects that would be appropriate for the colors and the party level. For those who don't know, here are the colors of the rainbow:

Red
Orange
Yellow
Green
Blue
Indigo
Violet

1 to 50 of 68 << first < prev | 1 | 2 | next > last >>